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Makoto aims a punch at her opponent's groin, then punches them in the abdomen, sternum, and chest, and finishes with an upward punch that sends them flying into the air. Makoto shouts the move's name as the opponent flies upwards.

The attack's main focus is the first punch; if this punch misses or is blocked, Makoto does not continue with the other four punches.

The attack has extremely limited range, but also has virtually no startup time; if Makoto can catch her opponent off guard before the attack's activation flash, there will not be enough time for the opponent to dodge or block after activation.

Despite punching at a downward angle, the hit box for the attack extends slightly above her fist (roughly to the height of her head). Therefore it is possible to use the attack as a very late anti-air but this requires precise timing and missing will leave her vulnerable.

In Super Street Fighter IV, a common tactic is to land a Karakusa and immediately go into the move when she lets go of her opponent for a guaranteed connection. At close range, it is also possible to use the Tanden Renki to cancel an animation then perform the Seichusen Godanzuki when she recovers to both combo and increase its damage.

In Super Street Fighter IV, combining Seichusen Godanzuki with Tanden Renki would cause the former to do 603 damage, easily the most out of any Ultra Combo in the Street Fighter IV series. Despite being nerfed in Ultra Street Fighter IV, it still outdamages all other Ultra Combos when combined with Tanden Renki.

If players take away the cinematic camera and zoom out, it is revealed that this is the only move in the game that knocks the opponent high enough so that he/she actually clips through the ceiling boundary.